Where do those waves come from, then, that aren't caused by the current wind conditions? Those waves are called swells, and are generally the remnants of far-off storms, with periods exceeding 10 seconds. Apparently, waves with short periods tend to dissipate within a couple thousand miles, but waves with longer periods can propagate halfway around the Earth, or even farther, as long as they don't run into a continent. This is where the really good surfing waves come from, and helps to explain why the West Coast and Hawaii have better surfing than the East Coast. This is why I bothered listing wave period on my earlier tables (don't worry, I haven't forgotten to post the rest of them). And that's about where the college intro level of research ends.
To find out how fast waves dissipate and how far they propagate required digging in pretty deep. This is the "professional" level of research (so my way of thinking goes). It's also pretty much the "in over my head" level of research. To get any kind of idea how to work up some game-able numbers, I had to spend several hours finding the exact combination of Google search terms that eventually led to the 1966 edition of thePhilosophical Transactions of the Royal Society of London, specifically the paper Propagation of Ocean Swell across the Pacific, by F. E. Snodgrass, G. W. Groves, K. F. Hasselmann, G. R. Miller, W. H. Munk, and W. H. Powers. I then spent several more hours poring over 65 pages or so of measurements and equations that were absolutely too complex to use in game preparation, except for the most obsessed, masochistic gamemasters. Eventually, I happened upon a statement that short period waves decay by about a decibel for every degree of great circle they travel, and later found a series of measurements that gave me some long period decay rates. Interpolating to find approximate decay rates for wave periods that weren't specifically listed, and reading up on how decibels apply to ocean waves as opposed to noise levels, I've been able to come up with a short table that now shows a game-able approximation of the end of the life cycle of waves.
Period | Wave height as a proportion of original height | |||||||||
90.00% | 80.00% | 70.00% | 60.00% | 50.00% | 40.00% | 30.00% | 20.00% | 10.00% | 1.00% | |
<10 | 55 | 116 | 186 | 266 | 361 | 478 | 627 | 839 | 1200 | 2400 |
10 | 73 | 155 | 248 | 355 | 481 | 637 | 837 | 1118 | 1600 | 3200 |
11 | 110 | 233 | 372 | 532 | 722 | 955 | 1255 | 1678 | 2400 | 4800 |
12 | 137 | 291 | 465 | 666 | 903 | 1194 | 1569 | 2097 | 3000 | 6000 |
13 | 183 | 388 | 620 | 887 | 1204 | 1592 | 2092 | 2796 | 4000 | 8000 |
14 | 275 | 581 | 929 | 1331 | 1806 | 2388 | 3137 | 4194 | 6000 | 12000 |
15 | 366 | 775 | 1239 | 1775 | 2408 | 3184 | 4183 | 5592 | 8000 | 16000 |
16 | 549 | 1163 | 1859 | 2662 | 3612 | 4775 | 6275 | 8388 | 12000 | 24000 |
So, a wave with a height of 28 feet and a period of 8 seconds will have a height of 14 feet after 360 miles. A wave of equal height but a period of 12 seconds will still be at about 75% of its original height (21 feet) after 360 miles, and will take another 540 miles (total of 900) to decay to 14 feet.
Ah heck, here's the same table, but instead of miles, it's in 24 mile hexes. I didn't do 6 mile hexes like the last table because most maps don't cover hundreds of miles of ocean 6 miles at a time:
Period | Wave height as a proportion of original height | |||||||||
90.00% | 80.00% | 70.00% | 60.00% | 50.00% | 40.00% | 30.00% | 20.00% | 10.00% | 1.00% | |
<10 | 2 | 5 | 8 | 11 | 15 | 20 | 26 | 35 | 50 | 100 |
10 | 3 | 6 | 10 | 15 | 20 | 27 | 35 | 47 | 67 | 133 |
11 | 5 | 10 | 16 | 22 | 30 | 40 | 52 | 70 | 100 | 200 |
12 | 6 | 12 | 19 | 28 | 38 | 50 | 65 | 87 | 125 | 250 |
13 | 8 | 16 | 26 | 37 | 50 | 66 | 87 | 117 | 167 | 333 |
14 | 11 | 24 | 39 | 55 | 75 | 100 | 131 | 175 | 250 | 500 |
15 | 15 | 32 | 52 | 74 | 100 | 133 | 174 | 233 | 333 | 667 |
16 | 23 | 48 | 77 | 111 | 151 | 199 | 261 | 350 | 500 | 1000 |
I, of course, embarked on a much more detailed, time-intensive course of number crunching before I realized that this short version would probably work more easily. And thinking about it now, it's probably better to just randomly determine swell on a given day with a 2-3d6 table. But I think that table will be easier to come up with now that I have a better handle on what it's supposed to represent.